/Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistryId.h
Once asset is in cache due to previous async call or always loaded assets, it can be accessed directly via the subsystem cache get functions Wrapper struct to represent a global data registry, represented as anFNameinternally and implicitly convertible back and forth. This exists so the blueprint API can understand it's not a normalFName.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FDataRegistryType
FName
Name
TheFNamerepresenting this type